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Anyone try fixing Scales of War
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<blockquote data-quote="Scrivener of Doom" data-source="post: 6375063" data-attributes="member: 87576"><p><em>Scales of War</em> has a brilliant underlying premise of Bahamut vs Tiamat and great ideas such as the fragment of Bahamut etc... but to call it an adventure path is to ascribe to it some sort of organisational framework that simply does not exist.</p><p></p><p>While the pbworks team did an admirable job of trying to get it to make sense and turn the encounters into something other than a collection of randomly-generated level appropriate monsters, I think most DMs would be better off taking the core concept, some of the locations, and then rewriting it more or less from scratch.</p><p></p><p>For me at least, trying to make it make sense takes even more work than simply doing a rewrite. And if I did do it, I would probably use <em>Red Hand of Doom</em> as the Heroic Tier.</p></blockquote><p></p>
[QUOTE="Scrivener of Doom, post: 6375063, member: 87576"] [I]Scales of War[/I] has a brilliant underlying premise of Bahamut vs Tiamat and great ideas such as the fragment of Bahamut etc... but to call it an adventure path is to ascribe to it some sort of organisational framework that simply does not exist. While the pbworks team did an admirable job of trying to get it to make sense and turn the encounters into something other than a collection of randomly-generated level appropriate monsters, I think most DMs would be better off taking the core concept, some of the locations, and then rewriting it more or less from scratch. For me at least, trying to make it make sense takes even more work than simply doing a rewrite. And if I did do it, I would probably use [I]Red Hand of Doom[/I] as the Heroic Tier. [/QUOTE]
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Anyone try fixing Scales of War
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